Show More
Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed.
Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary
when there's no tick. Might be some room to tweak, like doing these updates only when preserves change.
Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms).
When the map is filled up with preserve, about 35ms and 9ms. With a handful of
cells, it's more like 0.8ms (before JIT optimizes most of it away).
References:
File last commit:
Show/Diff file:
Action:
FNA/src/Input/KeyState.cs
27 lines | 493 B | text/x-csharp | CSharpLexer
27 lines | 493 B | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Input | ||||
{ | ||||
/// <summary> | ||||
/// Identifies the state of a keyboard key. | ||||
/// </summary> | ||||
public enum KeyState | ||||
{ | ||||
/// <summary> | ||||
/// Key is released. | ||||
/// </summary> | ||||
Up, | ||||
/// <summary> | ||||
/// Key is pressed. | ||||
/// </summary> | ||||
Down, | ||||
} | ||||
} | ||||